Shooting NPCs and more (#18042)
* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
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using Content.Server.Interaction;
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using Content.Shared.CombatMode;
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using Content.Shared.Timing;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
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public sealed class InteractWithOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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/// <summary>
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/// Key that contains the target entity.
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/// </summary>
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[DataField("targetKey", required: true)]
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public string TargetKey = default!;
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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if (_entManager.System<UseDelaySystem>().ActiveDelay(owner) ||
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!blackboard.TryGetValue<EntityUid>(TargetKey, out var moveTarget, _entManager) ||
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!_entManager.TryGetComponent<TransformComponent>(moveTarget, out var targetXform))
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{
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return HTNOperatorStatus.Continuing;
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}
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_entManager.System<SharedCombatModeSystem>().SetInCombatMode(owner, false);
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_entManager.System<InteractionSystem>().UserInteraction(owner, targetXform.Coordinates, moveTarget);
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return HTNOperatorStatus.Finished;
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}
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}
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